I think pretty much every lobby developer would pick the second choice, it's the most portable and doesn't requires for the lobby to assume any hardcoded location (either absolute or relative). Whilst a lua parses is included in unitsync 0.77 the lobby would still need to harcode the path where those files should be, while they should be no interest but spring itself for it's internal workings. It's also consistent with the API that lobbies uses.hoijui wrote:no worry brain damage, lobbies will not load AIs.
i do not know what ylobby defs prefer, possible scenarios are:
* lobby reads info directly from LUA info files
* lobby asks unitsync, which gets the info from the LUA info files
* lobby asks unitsync, which executes spring.exe with --list-ais, and parses the output
The third option is not really a choice, imho it's really stupid and unneded along with some problems due to OS differences (for example win version & linux version of spring gives different output & accepts different flags ), not to mention that unitsync was specifically created for lobbies to share code with spring without having to source it directly (in this case the AI lister)
yes & yeshoijui wrote:btw.. why is it called unitsync? was it initially only used to let lobbies acess unit info? is it ok if i think of unitsync as a common interface for lobbies (an possibly other programms) to access game data/content?